Student Gallery
ANIM 250 – Digital Form, Space and Lighting
In this class each student picks a character of their own choice from any medium (films, games, history or literature, etc) and designs what they would perceive their character’s home, office, workshop, or study to be. Once the design is finalized, each student will create this environment in a 3D software package. They will block, model, texture, and light this environment. In the end of the course each student will deliver 5 high quality rendered images and a 30 second flythrough animation from the 3D environment they create. The goal is to produce a totally believable and immersive 3D environment with a cohesive aesthetic and dynamic lighting. Subdivision modeling and NURBS modeling techniques will be covered and encouraged in this class.
Student Work Samples [click the images to enlarge]
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ANIM 351 – Advanced Modeling for Animation
ANIM 709 – Computer Generated Modeling and Design
In this class each student creates an original 3D character from scratch. They have 7 days to come up with their concept designs and then use the remainder time of the quarter to model, sculpt, texture and render a fully detailed 3D character. Digital painting and proof concept techniques for character design, advanced modeling techniques in Maya, UV mapping for organic models, digital sculpting techniques in ZBrush (with normal maps generation), texture painting in Photoshop and Bodypaint 3D will be covered in this class. Students must take ANIM 250 or ITGM 240 prior taking this class.
Student Work Samples
Concept Art [click the images to enlarge]
3D Render [click the images to enlarge]
(the first image from the left on each row is the 2D concept art)
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ITGM 240 – Modeling, Materials and Lighting
In this class each student picks a character of their own choice from any medium (films, games, history or literature, etc) and designs what they would perceive their character’s home, office, workshop, or study to be. Once the design is finalized, each student will create this environment in a 3D software package. They will block, model, texture, and light this environment. In the end of the course each student will deliver 5 high quality rendered images and a 30 second flythrough animation from the 3D environment they create. The goal is to produce a totally believable and immersive 3D environment with a cohesive aesthetic and dynamic lighting. Polygonal Modeling, UV mapping and Texturing techniques for producing 3D projects with polygon count limitations will be addressed with special attention in this class.
Student Work Samples [click the images to enlarge]
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ITGM 333 – Sculptural Texturing for Games
ITGM 733 Digital Sculpting for Video Games
In this class each student creates an original 3D character from scratch. They have 7 days to come up with their concept designs and then use the remainder time of the quarter to model, sculpt, texture and render a fully detailed 3D character. Digital painting and proof concept techniques for character design, advanced modeling techniques in Maya, UV mapping for organic models, digital sculpting techniques in ZBrush (with normal maps generation), texture painting in Photoshop and Bodypaint 3D will be covered in this class. Students must take ANIM 250 or ITGM 240 prior taking this class.
Student Work Samples
3D Render [click the images to enlarge]
(the first image from the left on each row is the 2D concept art)
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ITGM 352 – Environment and Level Design
ITGM 721 – Environments for Games
This course centers on the physical building of virtual worlds and the aesthetic/game play needs associated with these worlds. Students create a variety of level types, including indoor and outdoor world levels, and then optimize those worlds for export to industry-standard game engines.
Level Design Diagram [click the images to enlarge]
Screenshots from the 3D Level [click the images to enlarge]
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ITGM 410 – Mobile Game Development
Qualcomm AR Game Studio
The Qualcomm Augmented Reality Game Studio is an academic research project sponsored by Qualcomm Corp. In this collaboration, students and faculty from SCAD-Atlanta and Georgia Tech work together use the latest AR tracking technology, software and hardware provided by Qualcomm, Google, HTC, Sony Ericsson and Unity Technology to design and develop innovative augmented reality applications and games for mobile phones.
For more AR mobile games produced by our research group, visit: http://www.argamestudio.org/
Nerdherder
Nerdferno
Dodger Dodger
Puppy Plus
Tower Destroyer
Bug Juice
Volcano Fever
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ITGM 360 – Interactive Game Project
Handheld Augmented Reality (AR) Game Studio
The goal of this class is to give students intensive experience in rapidly designing, prototyping and testing handheld augmented reality games. We focus on handheld AR games that integrate physical props (such as cards, game pieces and/or game boards) into the game space. These physical props provide a tangible, shared playspace for the AR game, and may also support physical interaction, shared awareness and other mechanics often associated with board and card games. Technically, the game prototypes are built on the Gizmondo, a mobile game device running WindowsCE, that has a camera, bluetooth, ARM CPU, and NVidia graphics processor. The focus of the class is a series two-three week design and prototyping sessions. In each session, students work in groups to design, research, refine and prototype a new handheld AR game. In the end of the semester, each group presents a working handheld AR game prototype.
Candy Wars
Joe Warpin
Lasers
Terrain
Space RunnAR
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